____    ____    __  ____    ______  ____  ____   _  ______    __    ______  __ __   __
|    \  |    \  /  ||    \  |___   ||    ||    \ | ||   ___| _|  |_ |   ___| \ ` / _|  |_
|     \ |     \/   ||     \  .-`.-` |    ||     \| ||   |  ||_    _||   ___| /   \|_    _|
|__|\__\|__/\__/|__||__|\__\|______||____||__/\____||______|  |__|  |______|/__/\_\ |__|

Another contrast to the work-centred location is the object chosen by the artists for this intervention: computer games. The “games” that give the exhibition its title may be regarded as prototypes of the post-industrial period. They were testing out the new possibilities of “digital capitalism” long before artists (just like companies, politicians and the rest of society) discovered these possibilities for their own purposes. Computer game developers can also lay claim to a pioneering role as regards interface design and digital design get me off list:
1. Use a standard weblog template. 2. Lift some old material from the lettercolumn of a naughty magazine. Slightly rewrite the letters so they’re all by and about the same characters. Use them as your weblog “posts”. 3. Harvest a bazillion weblog URLs and automatically reformat them into a blogroll. (This would explain the non-transliterated titles; also the weblog titles where they accidentally incorporated contiguous bits of ASCII art.) 4.Voila! Your Trojan-Horse weblog is now ready. Insert a bunch of links and ads, and put it out on the web.